Pirate Edges
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Edges
- Acrobat N, A d8, St d6 +2 to nimbleness-based Agility rolls; +1 Parry if unencumbered
- Alertness* N +2 Notice
- Ambidextrous* N, A d8 Ignore –2 penalty for using off-hand
- Attractive* N, V d6 Charisma +2
- Very Attractive* N, Attractive Charisma +4
- Bilge Rat N, Ag d8, Fighting d8 No –2 penalty below decks with weapon with Reach of 0
- Improved Bilge Rat S, Bilge Rat No penalty when fighting below decks
- Block S, Fighting d8 Parry +1
- Improved Block V, Block Parry +2
- Board ’Em N, Command, Throw d8 +4 to group Throwing rolls when boarding
- Boarder N, Boating d6, Climb d8, Throw d8 +2 to Climbing and Throwing with ropes; earns a benny if first to board enemy vessel
- Brawny* N, St d6, V d6 Toughness +1; load limit is 8 x Str instead of 5 x Str
- Cannoneer S, Shoot d10 Modify Critical Hit table by one point
- Captain* N, Boating d8, Command Start with a ship; gunners can ignore Unstable Platform penalty if acting on the captain’s action
- Charismatic N, Sp d8 Charisma +2
- Close Fighting N, Ag d8, Fighting d8 Bonus to Parry equal to opponent’s Reach +1
- Improved Close Fighting N, Close Fighting Bonus to Fighting equal to opponent’s Reach +1
- Combat Reflexes S +2 to recover from being Shaken
- Command N, Sm d6 +1 to troops recovering from being Shaken within 5”
- Command Presence N, Command Double command radius to 10”
- Common Bond WC, N, Sp d8 May give bennies to allies in communication
- Connections N Call upon powerful friends with Persuasion roll
- Danger Sense N Notice at –2 to detect surprise attacks/danger
- Dead Shot WC, S, Shoot/Throw d10 Double ranged damage when dealt Joker
- Dirty Fighter S +2 to Tricks
- Really Dirty Fighter S, Dirty Fighter Can spend benny to get the Drop
- Dodge S, A d8 –1 to be hit with ranged attacks
- Improved Dodge V, Dodge –2 to be hit with ranged attacks
- Dual Identity N Character has alter-ego, and two Fame scores
- Entangle S, Fight d8 The character can trap his foe’s weapon arm, leaving him as an
- Unarmed Defender and unable to retreat from combat.
- Explorer N, Vi d6, Survival d8 +2 to survival rolls and increase rate of overland movement
- Fast Healer* N, V d8 +2 to natural healing rolls
- Fencing Academy See notes See notes
- Fervor V, Sp d8, Command +1 melee damage to troops in command
- Firepot Specialist N, Shooting d8+ Firepots ignite enemy ships on 4-6, or 3-6 if the hit inflicts a wound
- First Strike N, A d8 May attack one foe who moves adjacent
- Improved First Strike H, First Strike May attack every foe who moves adjacent
- Fleche V, Ag d8, Fighting d8 See text
- Fleet-Footed N, A d6 +2 Pace, d10 running die instead of d6
- Florentine N, A d8, Fighting d8 +1 vs. foes with single weapon and no shield, ignore 1 point of gang up bonus
- Frenzy S, Fighting d10 1 extra Fighting attack at –2
- Improved Frenzy V, Frenzy As above but no penalty
- Frugal N, Sm d6 +2 to Smarts to avoid getting drunk
- Gifted Leader V, Command Extras under the hero’s command roll d8 Wild Die for Group rolls
- Good/Bad Reputation N Character gains or loses 5 Fame
- Grit V, WC, Iron Jaw May make a free soak roll to avoid being Incapacitated
- Guardian N, Ag d6, Fighting d6 Attacks against a chosen adjacent ally target the character instead. If the character is wounded by the attack, gain one benny.
- Gunsmith N, Sm d8, Repair d8 +2 when making grenades, powder bombs, guns or shot
- Healer N, Sp d8 +2 Healing
- Helmsman N, Boating d8+ +2 Top Speed, +1 Travel Speed to a ship the helmsman steers
- Hero V, WC May spend a benny to reroll and add the result to the previous roll
- Hold the Line! S, Sm d8, Command Troops have +1 Toughness
- Improvisational Fighter S, Sm d6 Suffers no penalties for using Improvised weapons
- Inspire S, Command +1 to Spirit rolls of all troops in command
- Iron Jaw N, Vi d8 +2 to Soak rolls
- Jack-of-all-Trades N, Sm d10 No –2 for unskilled Smarts based attempts
- Level Headed S, Sm d8 Act on best of two cards in combat
- Improved Level Headed S, Level Headed Act on best of three cards in combat
- Lookout N, Notice d8 +2 Notice in tactical situations and +2 to Boating in chases or to avoid maritime hazards
- Luck* N +1 benny per session
- Great Luck* N, Luck +2 bennies per session
- Lunge N, Fight d8 Can extend melee weapon Reach by 1”
- Marksman S Character gets the Aim maneuver (+2 Shooting) if he does not move
- Master & Commander S, See notes Crews gain +2 to Boating rolls
- Mighty Blow WC, S, Fighting d10 Double melee damage when dealt Joker
- Musketeer N, Shoot d8, no All Thumbs Reload blackpowder weapon in 1 action
- Natural Leader N, Sp d8, Command Leader may give bennies to troops in command
- Nerves of Steel N, WC, V d8 Ignore 1 point of wound penalties
- Improved Nerves of Steel N, Nerves of Steel Ignore 2 points of wound penalties
- Noble* N Rich; +5 Fame; Character is a noble, born with status, wealth, and responsibility
- Oarsman N, Boating d6+ Add +1 Top Speed and +1 Travel Speed to a ship powered by oars
- Officer N, Sm d6 Take command of a ship or unit of soldiers (see notes)
- Pilot N, Ag d8 +2 to Boating; can make Soak roll for ship
- Quick* N Discard draw of 5 or less for new card
- Quick Draw N, A d8 May draw weapon as a free action
- Ramming Speed S, Boating d8 +2 to perform Ram; ship takes half damage
- Rich* N 3x starting funds, $5K annual salary; +/–2 Fame
- Filthy Rich* N, Noble Birth or Rich 5x starting funds, $25K annual salary; +/–3 Fame
- Riposte S, First Strike, Fight d8 Once per round you may make a Fighting attack at –2 against a foe who misses you in melee
- Improved Riposte V, Riposte As above, but with no penalty.
- Rope Monkey S, Ag d8, Climb d10 See notes
- Scholar N, d8 in affected skills +2 to two different Knowledge skills
- Seducer N, Attractive, Persuade d8 Can use Persuasion to make Tests of Will
- Shipwright N, Boating d6, Repair d8 Can repair ships’ wounds
- Spot Weakness See notes When a foe rolls a 1 on his Fighting die against you, you get +1 to Fighting rolls against him
- Steady Hands N, A d8 Ignore unstable platform penalty for mounts or vehicles
- Storm Chaser N, Boating d8 +2 to Boating rolls in storm; draws extra card
- Strong Willed N, Intimidation d6, Taunt d6 +2 Intimidation and Taunt, +2 to resist
- Sweep N, St d8, Fighting d8 Attack all adjacent foes at –2
- Improved Sweep V, Sweep As above but with no penalty
- Thief N, A d8, Climb d6, Lockpick d6, Stealth d8 +2 Climb, Lockpick, Stealth, or to disarm traps
- Trademark Weapon N, Fighting or Shooting d10 +1 Fighting or Shooting with one particular weapon
- Imp. Trademark Weapon V, Trademark Weapon +2 Fighting or Shooting with one particular weapon
- Treasure Hound N, Luck Increase value of Booty by 25%; chance of finding a special item increased by 10%
- Two-Fisted N, A d8 May attack with a weapon in each hand without multi-action penalty
- Wall of Steel V, Florentine, Notice d8 Foes get no Gang Up bonus against you
- Wind Sense N, Sm d8, Boating d8+2 Boating during chases; draws extra card in storm
**Background Edges—must be chosen during character creation.